Back in July, I started mapgen4, the successor to mapgen2, my Voronoi-polygon map generator from 2010. Back in August I posted that I had planned to finish the map generator “in a month”, and then write a tutorial.

That was three months ago.

I'm finished.

Looking back on the blog post from three months ago, I implemented all the things in my plan, and more. There are still so many more things to implement. But after four months, I'm tired of working on this project. The past few weeks I've only done a little bit. I've not run into any more show-stopping bugs. I've fixed some annoyances. I think it's in reasonable shape. So I decided that I'm finished.

At some point I want to write a tutorial explaining all the parts of this map generator, but for now, the blog posts will have to do. I have other projects I want to do too!

@Scott: yeah, at first it was an experiment to see what would happen if I made it public, and it turned out … nothing bad! :) Azgaar's is public too (https://trello.com/b/7x832DG4/fantasy-map-generator).

So obviously that won't be happening for this anymore, but Quanta Magazine just released an article about the math of rivers. Maybe that could be eventually incorporated into a later version of a map generator? https://www.quantamagazine.org/a-universal-law-for-the-blood-of-the-earth-20181128/To get more realistic rivers, that is. - At least partially. (The story seems to be a bit complicated by details. As stuff from nature tends to be.)

@Anonymous: I don't understand WFC well enough to make a tutorial on it. You might take a look at https://adamsmith.as/papers/wfc_is_constraint_solving_in_the_wild.pdf . I think if anything, I would end up writing a tutorial about constraint solvers in general, not WFC specifically, for the same reason I have a tutorial about graph search algorithms, not Jump Point Search specifically.